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| Game title |
Version |
Latest Report |
Hits |
Message |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 00004c00): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000d800): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00018000): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000de68): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 000034e0): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 000032b0): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
80630007=sceAtracSetData(2, 08d4b180, 0000db20): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
4 |
80630007=sceAtracSetData(2, 08d4b180, 00012e00): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
10 |
80630007=sceAtracSetData(2, 08d4b180, 00015700): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
3 |
80630007=sceAtracSetData(2, 08d4b180, 00018700): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
11 |
80630007=sceAtracSetData(2, 08d13140, 00038000): atracID uses different codec type than data |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.17.1 |
2024-08-19 |
1 |
Rendering to framebuffer offset at 040cc000 +64x0 (stride 512) |
| Sega Genesis Collection™ |
v1.17.1 |
2024-08-19 |
1 |
Unknown GetPointerWrite 0000004e PC 088823cc LR 08882004 |
| 舞HiME 爆烈!風華学園激闘史?! |
v1.17.1 |
2024-08-19 |
5 |
Video end without audio end, potentially skipping some audio? |
| SBK-07 |
v1.17.1 |
2024-08-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 094c47f0): duplicate handler |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-19 |
1 |
MIPSCompileOp: Invalid instruction 4ed292a0 |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-08-19 |
1 |
Unaligned icache invalidation of 086d8ef8 (086d8ef8 + 0) at PC=0896f274 |
| RIDE 4 |
v1.18.1 |
2026-05-27 |
27 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 090bb9f0): duplicate handler |
| RIDE 4 |
v1.18.1 |
2026-05-27 |
22 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0907c090): duplicate handler |
| NASCAR® |
v1.17.1 |
2024-08-19 |
1 |
Unknown GE command : 39b17996 |
| METAL SLUG Anthology |
v1.17.1 |
2024-08-23 |
8 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(TRIcd2b, 1, 2, 09ffe9d0, 20000000, 0) at 088e4450 |
| eFootball Euro y Copa America By T. Bendezu |
v1.17.1-980-gabaea0197b |
2024-10-08 |
17 |
807f00fd=sceMp3Init(00000000): invalid bitrate v3 l1 rate 000f |
| Daxter |
v1.17.1 |
2024-08-19 |
1 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01730444:00010120 HWX TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730444:00010120 HWX TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
}
|
| Daxter |
v1.17.1 |
2024-08-19 |
1 |
Error in shader compilation: info: 0:1: F0002: Mali-400 GP register allocation failed for vertex shader.
Please contact [email protected] with the shader causing
the problem, along with this error message.
Mali online shader compiler r10p0-00rel0 [Revision 96995].
01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
#version 100
// Driver: Mali-470 MP - GLSL 100
precision highp float;
#define gl_VertexIndex gl_VertexID
#define splat3(x) vec3(x)
#define mul(x, y) ((x) * (y))
// 01730444:00010b28 HWX C T N TexProjPos UVMtx Light: 0: c:0 t:1 1: c:0 t:1 2: c:0 t:1 MatUp:3 Cull
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform mediump mat4 u_texmtx;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec4 u_ambient;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_depthRange;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = color0;
vec3 diffuseColor = color0.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
toLight = u_lightpos0 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt0, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse0 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient0 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos1 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt1, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse1 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient1 * ambientColor.rgb + diffuse) * lightScale;
toLight = u_lightpos2 - worldpos;
distance = length(toLight);
toLight /= distance;
ldot = dot(toLight, worldnormal);
lightScale = clamp(1.0 / dot(u_lightatt2, vec3(1.0, distance, distance*distance)), 0.0, 1.0);
diffuse = (u_lightdiffuse2 * diffuseColor) * max(ldot, 0.0);
lightSum0.rgb += (u_lightambient2 * ambientColor.rgb + diffuse) * lightScale;
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_texcoord = mul(vec4(position, 1.0), u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position |
| METAL GEAR SOLID PORTABLE OPS + |
v1.17.1 |
2024-08-19 |
4 |
Failed to truncate file. |
| METAL SLUG Anthology |
v1.17.1 |
2024-08-23 |
9 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIe181, e8:35:64:6e:e1:81, 20000000, 0) at 088e45b8 |
| eFootball Play-C |
v1.9.4 |
2026-08-17 |
14 |
Branch in RSZeroComp delay slot at 08000100 in block starting at 08000020 |
| SBK-07 |
v1.17.1 |
2024-08-19 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24354, 09322a30): duplicate handler |
| FIFA 14 - Por |
v1.17.1 |
2024-08-19 |
1 |
Block transfer invalid: 09e58580/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |
| NASCAR® |
v1.17.1 |
2024-08-19 |
1 |
Vertices without position found: (064e6208) P: ? C: ? W: u8 (2x) Morph: 4 (12b) |
| NASCAR® |
v1.17.1 |
2024-08-19 |
1 |
Unknown GE command : 39952780 |
| NASCAR® |
v1.17.1 |
2024-08-19 |
1 |
Vertices without position found: (074e6208) P: ? C: ? W: u8 (2x) Morph: 4 (12b) |
| GTA: Sindacco Chronicles |
v1.17.1 |
2024-08-19 |
1 |
Unaligned icache invalidation of 08a96b20 (08a96b20 + 0) at PC=08e843a8 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.17.1 |
2024-08-19 |
2 |
807f00fd=sceMp3Init(00000000): invalid bitrate v2 l0 rate 0005 |
| eFootball 2024 Beta By Tutoriales Bendezu |
v1.18.1 |
2025-06-26 |
3 |
Unknown GetPointerWrite 00000002 PC 08a02db8 LR 08922f74 |
| God of War™: Ghost of Sparta |
v1.17.1 |
2024-08-19 |
1 |
WriteToHardware: Invalid address 00000029 near PC 08aea884 LR 08aea884 |
| MLB 11 The Show™ |
v1.17.1 |
2024-08-19 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00409025), bad data |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-18 |
1 |
00000000=sceUtilityScreenshotInitStart(09cab148) |
| METAL SLUG Anthology |
v1.18.1 |
2025-01-27 |
2 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(TRIa226, 24:bc:20:b8:a2:26, 20000000, 0) at 088e683c |
| Prince of Persia - Rival Swords |
v1.17.1 |
2024-08-18 |
1 |
Unknown GE command : 11f21101 |
| Pro Evolution Soccer 2012 |
v1.17.1 |
2024-08-18 |
1 |
Unknown GetPointerWrite 00000000 PC 0880841c LR 08808424 |
| 英雄伝説 零の軌跡 |
v1.17.1 |
2025-08-27 |
6 |
sceIoIoctl(disc0:/sce_lbn01d4a4_size0xd4d7, 0101000a, 09faf8c0, 4, 00000000, 0) |
| 英雄伝説 零の軌跡 |
v1.17.1 |
2025-08-27 |
6 |
sceIoIoctl(disc0:/sce_lbn01d1c1_size0x13aaa, 0101000a, 09faf8c0, 4, 00000000, 0) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.17.1 |
2024-08-18 |
1 |
00000000=sceUtilityScreenshotInitStart(09d43468) |
| EFOOTBALL NEW PATCH SEASON 2024 |
v1.17.1 |
2024-08-18 |
1 |
Unknown GetPointerWrite 0c10ab32 PC 0884aad4 LR 0884aaf8 |
| LEGO® Indiana Jones™: The Original Adventures |
v1.17.1 |
2024-08-18 |
1 |
Unaligned icache invalidation of 086c2a38 (086c2a38 + 0) at PC=0896f274 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-18 |
1 |
WriteToHardware: Invalid address 3f5f34a6 near PC 08a552d0 LR 08a552d0 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (ebb70d72), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (82530170), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (595ae37a), bad data |
| GTA: Liberty City Stories |
v1.17.1 |
2024-08-18 |
1 |
Savedata loading with detected hashmode 3 instead of file's 1 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (317d298c), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (0dcdbe8d), bad data |
| ドラゴンボール タッグバーサス |
v1.17.1 |
2024-08-18 |
1 |
Utility access thread still running, state: shutting down, dialog=2/1 |
| E FOOTBALL ASIA 2021 "By TRMD" |
v1.17.1 |
2024-08-18 |
1 |
Unknown GetPointerWrite 00000000 PC 08811308 LR 088113c4 |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
5 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (f4740e10), bad data |
| Ben 10 Ultimate Alien:
Cosmic Destruction |
v1.17.1 |
2024-08-18 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00000460), bad data |
| FRONTIER GATE Boost+ |
v1.17.1 |
2024-08-18 |
1 |
Block transfer invalid: 0a1386e0/8 -> 04006800/20, 16x12x4 (6,0)->(0,0) |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-08-18 |
1 |
UNTESTED sceNetAdhocctlJoinEnterGameMode(a28a6b6, f0:14:f2:94:fb:53, 20000000, 0) at 0897eeec |
| Def Jam® Fight For NY™: The Takeover |
v1.17.1 |
2024-08-18 |
1 |
UNTESTED sceNetAdhocctlCreateEnterGameMode(a28a6b6, 1, 2, 09fbf960, 20000000, 0) at 0897ec84 |
| TEKKEN DARK RESURRECTION |
v1.17.1 |
2024-08-18 |
1 |
80000107=sceDisplaySetFrameBuf(00000000, 0, 0, 0): must change latched framebuf first |
| LEGO® Batman™: The Videogame |
v1.17.1 |
2024-09-12 |
2 |
Unaligned icache invalidation of 08603ff8 (08603ff8 + 0) at PC=089741fc |
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200002 Tex Fog FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2024-11-25 |
3 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00000002 Tex Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2024-11-25 |
3 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0001d002 Tex FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:00200002 Tex Fog Flat FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0021d002 Tex Fog Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2024-11-25 |
3 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00000002 Tex FragUber TFuncMod
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:0021d002 Tex Fog FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb = clamp(v.rgb * u_texNoAlphaMul.y, 0.0, 1.0);
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2024-11-25 |
3 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:41: 'texture' : no matching overloaded function found
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp lowp 4-component vector of float'
ERROR: 0:41: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10184000:0001d002 Tex Flat FragUber TFuncMod AlphaTest0 >
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (set = 0, binding = 0) uniform sampler2D tex;
layout (location = 1) flat in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0) in highp vec3 v_texcoord;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 t = texture(tex, v_texcoord.xy);
vec4 p = v_color0;
t.a = max(t.a, u_texNoAlphaMul.x);
vec4 v = p * t;
v.rgb *= u_texNoAlphaMul.y;
if (v.a < 0.002) DISCARD;
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.18.1 |
2026-07-23 |
2 |
Vulkan error in shader compilation: info: WARNING: 0:4: '#extension' : extension not supported: GL_ARB_conservative_depth
ERROR: 0:40: 'clamp' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_ARB_conservative_depth : enable
#extension GL_ARB_shader_image_load_store : enable
#define splat3(x) vec3(x)
#define DISCARD discard
precision lowp float;
precision highp int;
// 10180000:00200000 Fog FragUber
layout (std140, set = 0, binding = 3) uniform baseUBO {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 1) in lowp vec4 v_color0;
layout (location = 3) in highp float v_fogdepth;
layout (location = 0, index = 0) out vec4 fragColor0;
void main() {
vec4 v = v_color0;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
fragColor0 = v;
}
|
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: ERROR: 0:55: 'length' : no matching overloaded function found
ERROR: 0:55: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 01000000:80000b20 HWX T N Light: LightUberShader Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (std140, set = 0, binding = 4) uniform lightVars {
vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
};
layout (location = 0) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 1) in vec2 texcoord;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(normal, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
vec3 diffuseColor = u_matdiffuse.rgb;
vec3 specularColor = u_matspecular.rgb;
lowp vec4 lightSum0 = u_ambient * ambientColor + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = splat3(0.0);
vec3 toLight;
lowp vec3 diffuse;
float distance;
lowp float lightScale;
mediump float ldot;
lowp float angle;
uint comp; uint type; float attenuation;
for (uint i = 0; i < 4; i++) {
if ((u_lightControl & (0x1u << i)) != 0x0u) {
comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;
type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;
toLight = u_lightpos[i];
if (type != 0x0u) {
toLight -= worldpos;
distance = length(toLight);
toLight /= distance;
attenuation = clamp(1.0 / dot(u_lightatt[i], vec3(1.0, distance, distance*distance)), 0.0, 1.0);
if (type == 0x01u) {
lightScale = attenuation;
} else {
angle = dot(u_lightdir[i], toLight);
if (angle >= u_lightangle_spotCoef[i].x) {
lightScale = attenuation * (u_lightangle_spotCoef[i].y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef[i].y));
} else {
lightScale = 0.0;
}
}
} else {
lightScale = 1.0;
}
ldot = dot(toLight, worldnormal);
if (comp == 0x2u) {
ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;
}
diffuse = (u_lightdiffuse[i] * diffuseColor) * max(ldot, 0.0);
if (comp == 0x1u && ldot > 0.0) {
if (u_matspecular.a > 0.0) {
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
ldot = pow(max(ldot, 0.0), u_matspecular.a);
} else {
ldot = 1.0;
}
lightSum1 += u_lightspecular[i] * specularColor * ldot * lightScale;
}
lightSum0.rgb += (u_lightambient[i] * ambientColor.rgb + diffuse) * lightScale;
}
} v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0) |
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: ERROR: 0:40: 'length' : no matching overloaded function found
ERROR: 0:40: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000128 HWX C Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = splat3(0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999;
}
|
| eFootball PES 2024 "SN3" |
v1.17.1 |
2024-08-18 |
1 |
Vulkan error in shader compilation: info: ERROR: 0:41: 'length' : no matching overloaded function found
ERROR: 0:41: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
/ code: #version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define mul(x, y) ((x) * (y))
#define splat3(x) vec3(x)
precision highp float;
// 00000000:00000928 HWX C T Cull
layout (std140, set = 0, binding = 3) uniform baseVars {
mat4 u_proj;
mat4 u_proj_through;
mat3x4 u_view;
mat3x4 u_world;
mat3x4 u_texmtx;
vec4 u_uvscaleoffset;
vec4 u_depthRange;
vec4 u_matambientalpha;
vec4 u_cullRangeMin;
vec4 u_cullRangeMax;
uint u_spline_counts;
uint u_depal_mask_shift_off_fmt;
uint u_colorWriteMask;
float u_mipBias;
vec2 u_texNoAlphaMul; float pad1; float pad2;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec4 u_texclamp;
vec2 u_texclampoff; vec2 u_fogcoef;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_rotation;
};
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord;
layout (location = 5) in vec4 color0;
layout (location = 1) out lowp vec4 v_color0;
layout (location = 0) out highp vec3 v_texcoord;
layout (location = 3) out highp float v_fogdepth;
invariant gl_Position;
vec3 normalizeOr001(vec3 v) {
return length(v) == 0.0 ? vec3(0.0, 0.0, 1.0) : normalize(v);
}
void main() {
vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;
mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, 1.0, 0.0), u_world).xyz);
vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);
vec4 outPos = mul(u_proj, viewPos);
vec4 ambientColor = u_matambientalpha;
v_color0 = color0;
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;
if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {
if ((projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y) || (projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y)) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
if (u_cullRangeMin.w <= 0.0) {
if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {
outPos.xyzw = u_cullRangeMax.wwww;
}
}
gl_Position = outPos;
if (gl_Position.z == gl_Position.w) gl_Position.z *= 0.999999;
}
|
| Kenka Bancho: Badass Rumble |
v1.17.1 |
2025-05-18 |
3 |
00000000=sceUtilityScreenshotInitStart(091b3440) |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-08-18 |
2 |
Unaligned icache invalidation of 08702d38 (08702d38 + 0) at PC=08845668 |
| FIFA 14 - Por |
v1.17.1 |
2024-08-18 |
1 |
Block transfer invalid: 09eb54d0/0 -> 04088000/0, 1024x1024x2 (0,0)->(0,0) |
| MLB 11 The Show™ |
v1.17.1 |
2024-08-18 |
1 |
scePsmfPlayerSetPsmf*: incorrect PSMF magic (00007fff), bad data |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-08-18 |
2 |
Unaligned icache invalidation of 08703638 (08703638 + 0) at PC=08845668 |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-18 |
1 |
WriteToHardware: Invalid address 0230a1c0 near PC 08902b8c LR 08902b9c |
| NASCAR® |
v1.17.1 |
2024-08-18 |
1 |
Unknown GE command : 39ce18fd |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-18 |
3 |
00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[00000130], 00000002, 09fce8c4[00001000]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-18 |
5 |
00000000=sceAtracLowLevelDecode(0, 09fce380, 09fce4b0[00000130], 00000001, 09fce4b4[00001000]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-18 |
1 |
00000000=sceAtracLowLevelDecode(0, 09fce660, 09fce8c0[09ffeb60], 00000002, 09fce8c4[00000002]): invalid pointers |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.17.1 |
2024-08-18 |
1 |
WriteToHardware: Invalid address 00000002 near PC 0883c798 LR 0883c798 |
| Prince of Persia - Revelations |
v1.17.1 |
2024-08-18 |
3 |
80630006=sceAtracSetDataAndGetID(09df9200, 00000800): invalid RIFF header |
| NASCAR® |
v1.17.1 |
2024-08-18 |
1 |
Vertices without position found: (07290034) P: ? N: s8 C: 5551 Morph: 3 (24b) |
| Prince of Persia: The Forgotten Sands™ |
v1.17.1 |
2024-08-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 099c1cdc, 4, 00000000, 0) |
| Prince of Persia: The Forgotten Sands™ |
v1.17.1 |
2024-08-18 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 099c1cdc, 4, 00000000, 0) |
| WWE 2K17 by L.J. Nguyen |
v1.17.1 |
2024-08-18 |
1 |
80630007=sceAtracSetData(3, 08d4b180, 0000b4d8): atracID uses different codec type than data |
| eFootball 2025 by SANZZ PROJECTS |
v1.18.1 |
2025-02-23 |
34 |
Unknown GetPointerWrite 00000000 PC 08816148 LR 0881615c |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 093e2a90): duplicate handler |
| Lego Star Wars II: The Original Trilogy |
v1.17.1 |
2024-08-18 |
1 |
Unaligned icache invalidation of 08605078 (08605078 + 0) at PC=08845668 |
| Capcom® Classics Collection Remixed |
v1.17.1 |
2024-08-18 |
1 |
00000400=sceGeEdramSetAddrTranslation(00000200) |
| PES 2013 |
v1.17.1 |
2024-08-18 |
1 |
Trying to compile instruction 067fff24 that can't be interpreted |
| PES MODDED BY TBOSEt |
v1.17.1 |
2024-09-23 |
2 |
Unknown GetPointerWrite 00000000 PC 088287e0 LR 088287f0 |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09233370): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 092b9d50): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 0932e170): duplicate handler |
| SBK®09 Superbike World Championship |
v1.17.1 |
2024-08-18 |
1 |
sceKernelRegisterSubIntrHandler(30, 0, 08a22378, 09209e60): duplicate handler |